{"baseVals":{"rating":3,"gammaadj":1.98,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_thick":1,"wave_brighten":0,"wrap":0,"darken":1,"wave_a":0.401,"wave_scale":3.177,"wave_smoothing":0,"wave_mystery":-0.4,"modwavealphastart":1,"modwavealphaend":1,"warpanimspeed":2.289,"warpscale":5.472,"zoomexp":0.01,"zoom":0.9901,"warp":1.8566,"ob_size":0.005,"ob_a":1,"ib_size":0,"ib_r":1,"ib_g":0,"ib_b":0,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0,"mv_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"additive":1,"num_inst":512,"y":0.55,"rad":0.06689,"tex_zoom":0.78748,"g":1,"b":1,"g2":0,"border_a":0},"init_eqs_str":"a.my_z=0;a.d=0;a.y3=0;a.z2=0;a.y1=0;a.w=0;a.w2=0;a.x1=0;a.zoom=0;a.p=0;a.q1=0;a.q5=0;a.z3=0;a.w3=0;a.my_x=0;a.x3=0;a.my_y=0;a.q4=0;a.w1=0;a.i=0;a.x2=0;a.l=0;a.y2=0;a.q2=0;a.z1=0;a.q3=0;","frame_eqs_str":"a.d=1.4;a.zoom=.7;a.w1=a.q3;a.w2=a.q4;a.w3=a.q5;a.i=a.instance;a.my_x=div(mod(a.i,8),8)-.5;a.my_y=div(mod(a.i,64)-mod(a.i,8),64)-.5;a.my_z=div(a.i-div(mod(a.i,64)-mod(a.i,8),64),512)-.5;a.x1=Math.cos(a.w1)*a.my_x+Math.sin(a.w1)*a.my_y;a.y1=-Math.sin(a.w1)*a.my_x+Math.cos(a.w1)*a.my_y;a.z1=a.my_z;a.x2=Math.cos(a.w2)*a.x1+Math.sin(a.w2)*a.z1;a.z2=-Math.sin(a.w2)*a.x1+Math.cos(a.w2)*a.z1;a.y2=a.y1;a.y3=Math.cos(a.w3)*a.y2+Math.sin(a.w3)*a.z2;a.z3=-Math.sin(a.w3)*a.y2+Math.cos(a.w3)*\na.z2;a.x3=a.x2;a.l=sqrt(a.x3*a.x3+a.y3*a.y3);a.w=Math.atan2(a.x3,a.y3);a.p=Math.tan(Math.asin(1)+Math.atan2(a.d+a.z3,a.l));a.d=sqrt(a.x3*a.x3+a.y3*a.y3+(a.z3+a.d)*(a.z3+a.d));a.rad=div(a.rad,a.d);a.my_x=a.zoom*Math.sin(a.w)*a.p;a.my_y=a.zoom*Math.cos(a.w)*a.p;a.x=.5+a.my_x;a.y=.5+a.my_y;a.x=.5+div(a.x-.5,a.q2);a.y=.5+div(a.y-.5,a.q1);"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.q25=0;a.q12=0;a.q18=0;a.q22=0;a.q21=0;a.vt=0;a.q13=0;a.q15=0;a.q29=0;a.q6=0;a.q1=0;a.q5=0;a.vb=0;a.q9=0;a.v=0;a.mm=0;a.tt=0;a.q31=0;a.q23=0;a.q24=0;a.q11=0;a.q10=0;a.q4=0;a.q16=0;a.q26=0;a.t=0;a.b=0;a.q19=0;a.q17=0;a.bb=0;a.q2=0;a.q27=0;a.q14=0;a.q3=0;a.m=0;a.vvm=0;a.q32=0;a.vvb=0;a.q7=0;a.q28=0;a.vm=0;a.q30=0;a.q20=0;a.vvt=0;a.q8=0;","frame_eqs_str":"a.vb=.95*a.vb+(1-a.vb)*pow(a.bass_att*a.treb_att*a.mid_att,2)*.02;a.vvb=.95*a.vvb+(1-a.vvb)*a.vb*.01;a.vm=.95*a.vm+(1-a.vm)*pow(a.mid_att,2)*.02;a.vvm=.95*a.vvm+(1-a.vvm)*a.vm*.01;a.vt=.95*a.vt+(1-a.vt)*pow(a.treb_att,2)*.02;a.vvt=.95*a.vvt+(1-a.vvt)*a.vt*.01;a.vvb=Math.min(1,Math.max(0,a.vvb));a.vvm=Math.min(1,Math.max(0,a.vvm));a.vvt=Math.min(1,Math.max(0,a.vvt));a.q1=10*a.vvb;a.q2=10*a.vvm;a.q3=10*a.vvt;a.v=2;a.bb-=a.vvb*a.v;a.mm-=a.vvm*a.v;a.tt-=a.vvt*a.v;a.q4=-a.bb;a.q5=\n-a.mm;a.q6=-a.tt;a.q4=5*(a.q1+a.q2+a.q3);a.q5=5*(a.q1+a.q2+a.q3);a.q6=5*(a.q1+a.q2+a.q3);a.q7=5*(a.q1+a.q2+a.q3);a.q8=5*(a.q1+a.q2+a.q3);a.q9=5*(a.q1+a.q2+a.q3);a.q10=5*(a.q1+a.q2+a.q3);a.q11=5*(a.q1+a.q2+a.q3);a.q12=5*(a.q1+a.q2+a.q3);a.q13=5*(a.q1+a.q2+a.q3);a.q14=5*(a.q1+a.q2+a.q3);a.q15=5*(a.q1+a.q2+a.q3);a.q16=5*(a.q1+a.q2+a.q3);a.q17=5*(a.q1+a.q2+a.q3);a.q18=5*(a.q1+a.q2+a.q3);a.q19=5*(a.q1+a.q2+a.q3);a.q20=5*(a.q1+a.q2+a.q3);a.q21=5*(a.q1+a.q2+a.q3);a.q22=5*(a.q1+a.q2+a.q3);a.q23=5*(a.q1+a.q2+\na.q3);a.q24=5*(a.q1+a.q2+a.q3);a.q25=5*(a.q1+a.q2+a.q3);a.q26=5*(a.q1+a.q2+a.q3);a.q27=5*(a.q1+a.q2+a.q3);a.q28=5*(a.q1+a.q2+a.q3);a.q29=5*(a.q1+a.q2+a.q3);a.q30=5*(a.q1+a.q2+a.q3);a.q31=5*(a.q1+a.q2+a.q3);a.q32=5*(a.q1+a.q2+a.q3);a.wave_a=0;a.b+=a.bass*a.bass*.5;a.m+=a.mid*a.mid*.5;a.t+=a.treb*a.treb*.5;a.q3=.012*a.b;a.q4=.012*a.m;a.q5=.012*a.t;a.q20=a.bass+a.treb+a.mid;","pixel_eqs_str":"","pixel_eqs":"","warp":"vec3 xlat_mutablemus;\n shader_body { \n  vec3 crisp_1;\n  vec2 uv6_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (uv - 0.5);\n  float tmpvar_4;\n  tmpvar_4 = (dot (texture (sampler_noise_hq, (uv / 4.0)), vec4(0.32, 0.49, 0.29, 0.0)) * q31);\n  mat2 tmpvar_5;\n  tmpvar_5[uint(0)].x = cos(tmpvar_4);\n  tmpvar_5[uint(0)].y = sin(tmpvar_4);\n  tmpvar_5[1u].x = -(sin(tmpvar_4));\n  tmpvar_5[1u].y = cos(tmpvar_4);\n  uv6_2 = (tmpvar_3 * tmpvar_5);\n  uv6_2 = (uv6_2 + sin((q32 * tmpvar_3)));\n  xlat_mutablemus = (vec3((0.2 / (\n    sqrt(uv6_2.x)\n   + 0.2))) * vec3(1.1, 1.0, 0.95));\n  xlat_mutablemus = (xlat_mutablemus * (0.9 + (0.1 * texture (sampler_noise_hq, uv))).xyz);\n  vec3 tmpvar_6;\n  tmpvar_6 = ((texture (sampler_blur1, fract(uv)).xyz * scale1) + bias1);\n  vec2 tmpvar_7;\n  tmpvar_7.x = dot ((texture (sampler_main, (uv + vec2(0.005, 0.0))) - texture (sampler_main, (uv - vec2(0.005, 0.0)))), vec4(0.32, 0.49, 0.29, 0.0));\n  tmpvar_7.y = dot ((texture (sampler_main, (uv + vec2(0.0, 0.005))) - texture (sampler_main, (uv - vec2(0.0, 0.005)))), vec4(0.32, 0.49, 0.29, 0.0));\n  crisp_1 = (texture (sampler_main, (uv + (tmpvar_7 * 0.02))).xyz + (texture (sampler_main, uv).xyz / 2.0));\n  crisp_1 = (crisp_1 * 0.67);\n  crisp_1 = (crisp_1 + ((0.08 * xlat_mutablemus) - (\n    sqrt(dot (tmpvar_7, tmpvar_7))\n   * tmpvar_6)));\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = (((crisp_1 - \n    (dot (tmpvar_6, vec3(0.32, 0.49, 0.29)) * 0.04)\n  ) * 0.99) - 0.04);\n  ret = tmpvar_8.xyz;\n }","comp":" shader_body { \n  vec3 ret2_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 6.0);\n  vec2 tmpvar_4;\n  tmpvar_4.x = dot (((\n    (texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  tmpvar_4.y = dot (((\n    (texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv - (0.25 * tmpvar_4));\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_blur3, uv);\n  ret_2 = (vec3((0.25 * dot (\n    clamp ((2.0 * ((tmpvar_6.xyz * scale3) + bias3)), 0.0, 1.0)\n  , vec3(0.32, 0.49, 0.29)))) - (0.8 * dot (\n    clamp (((20.0 * (\n      (0.6 * ((texture (sampler_blur2, uv).xyz * scale2) + bias2))\n     - 0.01)) - 2.0), 0.0, 1.0)\n  , vec3(0.32, 0.49, 0.29))));\n  vec4 tmpvar_7;\n  tmpvar_7 = texture (sampler_blur1, uv);\n  ret_2 = ((ret_2 + dot (\n    clamp (((30.0 * (\n      (texture (sampler_main, uv).xyz + (((tmpvar_7.xyz * scale1) + bias1) * 0.15))\n     - 0.01)) - 2.0), 0.0, 1.0)\n  , vec3(0.32, 0.49, 0.29))) - 0.1);\n  ret_2 = (ret_2 + 0.55);\n  vec3 tmpvar_8;\n  tmpvar_8 = mix (ret_2, (ret_2 * (\n    ((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3)\n   - \n    ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1)\n  )), pow (hue_shader, (ret_2 + q20)));\n  ret2_1 = ((tmpvar_8 - (0.9 * texture (sampler_main, tmpvar_5).xyz)) - 0.1);\n  ret2_1 = (ret2_1 - 0.75);\n  vec3 tmpvar_9;\n  tmpvar_9 = mix (ret2_1, ((1.2 * ret2_1) * (\n    ((tmpvar_6.xyz * scale3) + bias3)\n   - \n    ((tmpvar_7.xyz * scale1) + bias1)\n  )), pow (hue_shader.zxy, tmpvar_8));\n  ret2_1 = tmpvar_9;\n  vec3 tmpvar_10;\n  tmpvar_10 = abs((tmpvar_8 - (1.2 * tmpvar_9)));\n  ret_2 = (tmpvar_10 * tmpvar_10);\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = ret_2;\n  ret = tmpvar_11.xyz;\n }"}